animationPhase

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Operation Flashpoint: Resistance version 1.75
  Arguments of this scripting command don't have to be local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint: Resistance
Version:
1.75

Description

Description:
Returns the phase of the given animation on the given object. Animation can be scripted (animate, animateSource, animateDoor) or engine driven. Animation names for an object could be found out with animationNames command. When animation is rotation, like with "MainTurret" for example, the output is in radians, to convert to degrees use deg command.

Syntax

Syntax:
object animationPhase animationName
Parameters:
object: Object - building eg
animationName: String - name of the animation. This is the class-name of the animation defined in the addon's config.cpp.
Return Value:
Number - range 0 (start point of the animation) to 1 (end point of the animation).

Examples

Example 1:
_building animate ["maindoor",1]; sleep 1; _p = _building animationPhase "maindoor"; returns 1 (if the animation speed is <= 2 seconds)
Example 2:
_flagPole animationPhase "flag";
Example 3:
_tank animationPhase "MainTurret";

Additional Information

Multiplayer:
In OFP, on dedicated servers, animationPhase will always return 0, no matter what the actual phase is.
See also:
animatemoveTimesetFaceAnimationanimateDoordoorPhaseanimateSourceanimationSourcePhaseanimationNames

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Bottom Section